Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 14 15 [16] 17 18 ... 21

Author Topic: The Adventurer's Path - Turn 37 The dark mine  (Read 21619 times)

scapheap

  • Bay Watcher
  • I'm a good guy...girl. My horse just eat souls.
    • View Profile
Re: The Adventurer's Path - Turn 26 The dark mine
« Reply #225 on: January 15, 2013, 04:11:09 pm »

Swing at one of them.
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Caellath

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 23 The dark mine
« Reply #226 on: January 15, 2013, 04:28:08 pm »

"Almost there."

Finish bandaging to stop the bleeding, then take a defensive position by the most wounded companion's side.
« Last Edit: January 15, 2013, 04:30:45 pm by Caellath »
Logged
"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

lawastooshort

  • Bay Watcher
  • goodness what
    • View Profile
Re: The Adventurer's Path - Turn 26 The dark mine
« Reply #227 on: January 15, 2013, 05:10:43 pm »

"Quack? QUACK!"

Gough the spine out of the nearest (presumably fleeing) kobold.
Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: The Adventurer's Path - Turn 26 The dark mine
« Reply #228 on: January 15, 2013, 06:41:08 pm »

April curses and grips at her leg before taking another shot at Kobold 3.
Logged

Zarule

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 27 The dark mine
« Reply #229 on: January 16, 2013, 07:50:34 am »

------------
Turn 27
------------

Kobolds Turn

Quote
Kobold 2-5
with their morale broken the kobold continue fleeing and are now at the edges of your light sources.

Party's Turn

"Faster"
Use magic to make time pass slower for me then anybody else.
You draw on your mana and utter the arcane word "Ocius". Nothing happens and you can feel the mana flow around your body without purpose. Seems like the word 'Faster' does nothing on it's own.

Take a bit of a rest as my teammates clean up shop. Try to first aid some of these remaining wounds I have.
You attempt to bandage a wound on one of your arms but by accident you end up bandaging the wrong arm.
Spoiler: Rolls (click to show/hide)

Swing at one of them.
You manage to run after them and you take a swing at one of the fleeing kobold. Much to your chagrin you miss the kobold entirely.
Spoiler: Rolls (click to show/hide)

Finish bandaging to stop the bleeding, then take a defensive position by the most wounded companion's side.
You continue working on your bleeding wound and with the experience of your last attempt you manage to do much better this time. You manage to stop the bleeding and even gain some health back. You then quickly takes up a position next to April, ready to defend her if needed.
Spoiler: Rolls (click to show/hide)

Gough the spine out of the nearest (presumably fleeing) kobold.
With your large legs you easily catch up to the kobold and with a razor sharp claw you hit the creature in the back. The spine of the kobold gets stuck between your nails and you rip the it clean out of the kobold. With a horrified look on their faces the kobold manage to run even faster.
Spoiler: Rolls (click to show/hide)

April curses and grips at her leg before taking another shot at Kobold 3.
Not fast enough for April however and with a loud curse she shoots one of the kobold in the back of the head. Brain goo spatters up the walls as the bullet exits the kobold skull.
Spoiler: Rolls (click to show/hide)

The last two kobold manage to escape into the darkness. Combat Ends.


Spoiler: Status (click to show/hide)
Logged

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: The Adventurer's Path - Turn 27 The dark mine
« Reply #230 on: January 16, 2013, 07:54:12 am »

Try again on the right arm.

*Pause*

Uh. The 'Correct' arm, I mean.

Logged
I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

lawastooshort

  • Bay Watcher
  • goodness what
    • View Profile
Re: The Adventurer's Path - Turn 27 The dark mine
« Reply #231 on: January 16, 2013, 08:29:19 am »

Can I detransform for free?

If so, heal myself. If not, stand guard for a turn.

"Heal! Wait here for a second, April. You're next."
« Last Edit: January 16, 2013, 10:55:04 am by lawastooshort »
Logged

mesor

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 27 The dark mine
« Reply #232 on: January 16, 2013, 10:36:54 am »

"Soul detection"

Cast soul detection. (( Allows me to feel every soul within the mine. ))
Logged

Caellath

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 23 The dark mine
« Reply #233 on: January 16, 2013, 11:30:30 am »

Caern rested his hands together and stared at his companions with a worried look.
"Anyone badly injured? We should take a break and get patched up before moving on."

Stand guard while the teammates patch themselves up.
Logged
"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: The Adventurer's Path - Turn 27 The dark mine
« Reply #234 on: January 16, 2013, 12:37:23 pm »

April grumbles a bit and says "I'm fine enough." April basically waits.
Logged

scapheap

  • Bay Watcher
  • I'm a good guy...girl. My horse just eat souls.
    • View Profile
Re: The Adventurer's Path - Turn 27 The dark mine
« Reply #235 on: January 16, 2013, 12:51:43 pm »

find a stone to do a Ritual to restore mana.
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Caellath

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 27 The dark mine
« Reply #236 on: January 16, 2013, 01:53:02 pm »

April grumbles a bit and says "I'm fine enough." April basically waits.

Caern tries to supress a smile at the answer, since April was apparently the one in the worst shape of the group.
"I'll act as cover for you while you fire for some time, if you don't mind. We can't have our ranged fighters being attacked by enemies in melee."
Logged
"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

scapheap

  • Bay Watcher
  • I'm a good guy...girl. My horse just eat souls.
    • View Profile
Re: The Adventurer's Path - Turn 27 The dark mine
« Reply #237 on: January 16, 2013, 02:03:08 pm »

"You could search the kobold bodies if you are bored."
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Zarule

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 28 The dark mine
« Reply #238 on: January 17, 2013, 07:32:14 am »

------------
Turn 28
------------

Try again on the correct arm
Having learned from your mistake you manage to bandage the right arm this time.
Spoiler: Rolls (click to show/hide)

If so, heal myself. If not, stand guard for a turn.
You spell ends just at the right time and you revert back to your human form. You quickly put a hand on your wound and incant the "Sana" spell. Your hand glows a bright blue and you can see your wounds knit itself together before your eyes.
Spoiler: Rolls (click to show/hide)
((And no you can't. Not without somebody else casting 'Dispel' on you, but the spell was ending anyway.))

Cast 'soul detection'
You come up with a pretty good idea for a spell and you start drawing on your mana. "Animus Deprehensio" you whisper but once again you find it difficult to control the spell and it fizzles out without any result.
Spoiler: Rolls (click to show/hide)

Stand guard while the teammates patch themselves up.
You walk up to the front of the group and stand guard there. Your torch burns happily in your hand as you try to peer into the darkness, you will be ready for any ambushes should they happen.

April basically waits.
You slump down the wall of the tunnel and wait for somebody to tend your wounds.

find a stone to do a Ritual to restore mana.
Being in a mine it's not hard to find a stone and with a little effort you manage to etch your magic circle upon the stone floor. You sit down with a meditative posture in the circle and use the stone as a conduct for your patron. After a minute of focus you feel the presence of Gaia and her cold energy washes over you.
Spoiler: Rolls (click to show/hide)

Spoiler: Status (click to show/hide)
« Last Edit: January 17, 2013, 07:43:20 am by Zarule »
Logged

lawastooshort

  • Bay Watcher
  • goodness what
    • View Profile
Re: The Adventurer's Path - Turn 28 The dark mine
« Reply #239 on: January 17, 2013, 07:36:06 am »

"Here, don't play tough, you've got a spear sticking out your leg... Heal!"

Heal April

(I'll need to meditate or something soon...)
Logged
Pages: 1 ... 14 15 [16] 17 18 ... 21